Version 19 bug reports
Posted 18 August 2011 - 07:52 AM
Anyway, heres a wierd thing regarding the lich spawn in the undead city part of the beholder lair for the Cleric stronghold quest. Everytime it starts casting Summon Fiend, it just immediately fizzles out and doesn't work at all. This is the 1st caster I've fought that has used the spell, so I don't know if it happens with other ones.
If it matters, my character has the Sensate Amulet equipped, which grants permanent Protection from Evil although to be honest, I can't really see how it would.
Edited by Ilyich, 18 August 2011 - 08:09 AM.
Posted 19 August 2011 - 11:17 AM
Also, Haer'Dalis went and attacked me (again) during the summoning of the planar prison, although this time I could enter it without a CTD.
Posted 21 August 2011 - 10:03 AM
Edit: - Demon summoning spells fail regardless of visibility when targetting the PC. However, summoning planetars seems to work fine. I haven't found a cleric capable of summoning devas yet, I'll get back to you regarding those when I encounter one.
Edited by Ilyich, 21 August 2011 - 10:29 AM.
Posted 30 August 2011 - 10:16 AM
OUTER_SPRINT $spell_file_array(~cleric_web~) ~spdr102~ OUTER_SPRINT $spell_file_array(~cleric_lightning_blot~) ~spdr103~ OUTER_SPRINT $spell_file_array(~cleric_improved_invisibility~) ~spdr104~ OUTER_SPRINT $spell_file_array(~cleric_chaos~) ~spdr105~ OUTER_SPRINT $spell_file_array(~cleric_chain_lightning~) ~spdr106~should be changed to
OUTER_SPRINT $spell_file_array(~cleric_web~) ~spdr201~ OUTER_SPRINT $spell_file_array(~cleric_lightning_blot~) ~spdr301~ OUTER_SPRINT $spell_file_array(~cleric_improved_invisibility~) ~spdr401~ OUTER_SPRINT $spell_file_array(~cleric_chaos~) ~spdr501~ OUTER_SPRINT $spell_file_array(~cleric_chain_lightning~) ~spdr601~ OUTER_SPRINT $spell_file_array(~cleric_sunscorch~) ~sppr116~
Posted 31 August 2011 - 03:42 PM
I also have a couple of things for aVenger which I'll post here (too lazy to get an account at SHS )
The first involves the Chosen of Cyric encounter. If you manage to interrupt the cleric's 1st spell, he ceases all activity, remaining completly still until you hit him with something.
Second is a very minor thing with the shadow thieves content from quest pack with RR, specifically regarding the short sword of backstabbing that Aran Linvail recieves with RR's enhancements. If you destroy the shadow thieves in chapter 6 for Inspector Brega, Aran does not have the sword on him, which he should have. Is this an incompatibility, or have I missed something obvious?
Posted 02 September 2011 - 12:39 PM
Some things about the individual enemies.
Firstly, the beholder only did 1 or 2 rounds of attacks, then stopped completely and did nothing else until I killed it. It died 2nd. The only thing I can think of is it detected the shield of Balduran and stopped attacking because of that, despite it being in my bag of holding, rather than equipped or 1 of the personal item slots.
The sword performed as it should, and was actually a threat until I killed it (1st, since the beholder did nothing, as noted) I used the Ring of the Ram, and various spell scrolls. Use any Item is really nice. The wraith died next, but was no threat behind the dragon. It is really hard to hit though, only taking damage with a roll of 13 or better from a THAC0 of -11. I think it would be an incredibly dangerous opponent if it can reach you.
Next was Irenicus, who has a surprisingly small selection of spells, although he could have used most of the AOE ones before I attacked him, the wraith lasted a long while. The dragon fell last and I noticed that it does not have its hitpoints tripled by the improved dragon staying power component. Is this intentional?
Btw, shadow dragons are ridiculously weak if you're immune to level drain, since their breath does virtually nothing except that, (short time blind is nothing really) if its not too much outside the remit of the mod, perhaps add a bit of damage to it as well. Alternatively, give them more spells than protection from magic weapons, Firkraag and the black dragon for instance get a few acid arrows, its not much but its better than nothing.
This is getting long, so I'll post anything regarding the 2nd part in a new post.
Edited by Ilyich, 02 September 2011 - 12:40 PM.
Posted 11 September 2011 - 02:31 AM
Also, enemies with HLA's should check if they have a valid target (i.e. not under ProMW) before launching something like whirlwind or smite, otherwise the ability is wasted.
Edited by polytope, 11 September 2011 - 02:33 AM.
Posted 11 September 2011 - 11:06 AM
This is due to antimagic penetrating improved invisibility.
Probably misc\antimagicscript.ssl should have %spell% instead of %spell%d.
I'd rather make a use of ToBEx's extended stats.
HLA use sets scripting state 4, which messes with the script blocks for berzerkers/barbarians to refresh their rage (i.e. they'll try to do so even before it's run it's course). A timer would be a better way to handle rage uses (60 secs for berzerker, 30 secs for barbarian) since the rage state can't be removed in any way before it expires.
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
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